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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2015-12-06 00:11:31 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2015-12-06 21:35:15 +0300
commit4aab21f9be6ed0598279cfd0086181a99c28b50e (patch)
treed5378eb1ef12e7ff042923af4395a76312519e4d /source/blender
parentcf921934b1a6a30461779e26d67d02d0b66bdafc (diff)
OpenGL: rename simple shader to basic shader.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/blenfont/intern/blf.c6
-rw-r--r--source/blender/blenkernel/intern/pbvh.c2
-rw-r--r--source/blender/editors/interface/interface_draw.c12
-rw-r--r--source/blender/editors/interface/interface_icons.c6
-rw-r--r--source/blender/editors/screen/glutil.c6
-rw-r--r--source/blender/editors/sculpt_paint/paint_cursor.c8
-rw-r--r--source/blender/editors/space_clip/clip_draw.c6
-rw-r--r--source/blender/editors/space_sequencer/sequencer_draw.c6
-rw-r--r--source/blender/editors/space_view3d/drawarmature.c18
-rw-r--r--source/blender/editors/space_view3d/drawmesh.c24
-rw-r--r--source/blender/editors/space_view3d/drawobject.c26
-rw-r--r--source/blender/gpu/CMakeLists.txt12
-rw-r--r--source/blender/gpu/GPU_basic_shader.h (renamed from source/blender/gpu/GPU_simple_shader.h)24
-rw-r--r--source/blender/gpu/SConscript4
-rw-r--r--source/blender/gpu/intern/gpu_basic_shader.c (renamed from source/blender/gpu/intern/gpu_simple_shader.c)32
-rw-r--r--source/blender/gpu/intern/gpu_buffers.c8
-rw-r--r--source/blender/gpu/intern/gpu_draw.c30
-rw-r--r--source/blender/gpu/intern/gpu_extensions.c6
-rw-r--r--source/blender/gpu/shaders/gpu_shader_basic_frag.glsl (renamed from source/blender/gpu/shaders/gpu_shader_simple_frag.glsl)0
-rw-r--r--source/blender/gpu/shaders/gpu_shader_basic_vert.glsl (renamed from source/blender/gpu/shaders/gpu_shader_simple_vert.glsl)0
-rw-r--r--source/blender/windowmanager/intern/wm_operators.c6
21 files changed, 121 insertions, 121 deletions
diff --git a/source/blender/blenfont/intern/blf.c b/source/blender/blenfont/intern/blf.c
index 8b654d25bcf..6c3fd090d4a 100644
--- a/source/blender/blenfont/intern/blf.c
+++ b/source/blender/blenfont/intern/blf.c
@@ -55,7 +55,7 @@
#include "IMB_colormanagement.h"
-#include "GPU_simple_shader.h"
+#include "GPU_basic_shader.h"
#include "blf_internal_types.h"
#include "blf_internal.h"
@@ -498,7 +498,7 @@ static void blf_draw_gl__start(FontBLF *font, GLint *mode)
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GPU_simple_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
/* Save the current matrix mode. */
glGetIntegerv(GL_MATRIX_MODE, mode);
@@ -539,7 +539,7 @@ static void blf_draw_gl__end(GLint mode)
if (mode != GL_MODELVIEW)
glMatrixMode(mode);
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
glDisable(GL_BLEND);
}
diff --git a/source/blender/blenkernel/intern/pbvh.c b/source/blender/blenkernel/intern/pbvh.c
index d4c62fa57dc..16ba25e3bef 100644
--- a/source/blender/blenkernel/intern/pbvh.c
+++ b/source/blender/blenkernel/intern/pbvh.c
@@ -1693,7 +1693,7 @@ void BKE_pbvh_node_draw(PBVHNode *node, void *data_v)
col[i] = (rand() / (float)RAND_MAX) * 0.3 + 0.7;
}
- GPU_simple_shader_colors(col, spec, 0, 1.0f);
+ GPU_basic_shader_colors(col, spec, 0, 1.0f);
glColor3f(1, 0, 0);
#endif
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c
index 244aef633c1..ae2e6744160 100644
--- a/source/blender/editors/interface/interface_draw.c
+++ b/source/blender/editors/interface/interface_draw.c
@@ -56,7 +56,7 @@
#include "BLF_api.h"
#include "GPU_draw.h"
-#include "GPU_simple_shader.h"
+#include "GPU_basic_shader.h"
#include "UI_interface.h"
@@ -1238,13 +1238,13 @@ void ui_draw_but_UNITVEC(uiBut *but, uiWidgetColors *wcol, const rcti *rect)
zero_v3(light.specular);
ui_but_v3_get(but, light.direction);
- GPU_simple_shader_light_set(0, &light);
+ GPU_basic_shader_light_set(0, &light);
for (int a = 1; a < 8; a++)
- GPU_simple_shader_light_set(a, NULL);
+ GPU_basic_shader_light_set(a, NULL);
/* setup shader */
- GPU_simple_shader_colors(diffuse, NULL, 0, 1.0f);
- GPU_simple_shader_bind(GPU_SHADER_LIGHTING);
+ GPU_basic_shader_colors(diffuse, NULL, 0, 1.0f);
+ GPU_basic_shader_bind(GPU_SHADER_LIGHTING);
/* transform to button */
glPushMatrix();
@@ -1276,7 +1276,7 @@ void ui_draw_but_UNITVEC(uiBut *but, uiWidgetColors *wcol, const rcti *rect)
glCallList(displist);
/* restore */
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
GPU_default_lights();
glDisable(GL_CULL_FACE);
diff --git a/source/blender/editors/interface/interface_icons.c b/source/blender/editors/interface/interface_icons.c
index e0128660e77..eb07a9d9fbc 100644
--- a/source/blender/editors/interface/interface_icons.c
+++ b/source/blender/editors/interface/interface_icons.c
@@ -34,7 +34,7 @@
#include "MEM_guardedalloc.h"
#include "GPU_extensions.h"
-#include "GPU_simple_shader.h"
+#include "GPU_basic_shader.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
@@ -1123,7 +1123,7 @@ static void icon_draw_texture(
y1 = iy * icongltex.invh;
y2 = (iy + ih) * icongltex.invh;
- GPU_simple_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
glBindTexture(GL_TEXTURE_2D, icongltex.id);
/* sharper downscaling, has no effect when scale matches with a mip level */
@@ -1146,7 +1146,7 @@ static void icon_draw_texture(
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0.0f);
glBindTexture(GL_TEXTURE_2D, 0);
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
/* Drawing size for preview images */
diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c
index a7f239ed04c..4cbea2afed2 100644
--- a/source/blender/editors/screen/glutil.c
+++ b/source/blender/editors/screen/glutil.c
@@ -48,7 +48,7 @@
#include "IMB_colormanagement.h"
#include "IMB_imbuf_types.h"
-#include "GPU_simple_shader.h"
+#include "GPU_basic_shader.h"
#include "UI_interface.h"
@@ -590,7 +590,7 @@ void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h, int format,
glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, subpart_h, 1, 1, format, GL_UNSIGNED_BYTE, &uc_rect[(((size_t)subpart_y) * offset_y + subpart_h - 1) * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]);
}
- GPU_simple_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
glBegin(GL_QUADS);
glTexCoord2f((float)(0 + offset_left) / tex_w, (float)(0 + offset_bot) / tex_h);
glVertex2f(rast_x + (float)offset_left * xzoom, rast_y + (float)offset_bot * yzoom);
@@ -604,7 +604,7 @@ void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h, int format,
glTexCoord2f((float)(0 + offset_left) / tex_w, (float)(subpart_h - offset_top) / tex_h);
glVertex2f(rast_x + (float)offset_left * xzoom, rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY);
glEnd();
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
}
diff --git a/source/blender/editors/sculpt_paint/paint_cursor.c b/source/blender/editors/sculpt_paint/paint_cursor.c
index 079d0888207..76f6854e54f 100644
--- a/source/blender/editors/sculpt_paint/paint_cursor.c
+++ b/source/blender/editors/sculpt_paint/paint_cursor.c
@@ -59,7 +59,7 @@
#include "ED_view3d.h"
-#include "GPU_simple_shader.h"
+#include "GPU_basic_shader.h"
#include "UI_resources.h"
@@ -336,7 +336,7 @@ static int load_tex(Brush *br, ViewContext *vc, float zoom, bool col, bool prima
target->old_col = col;
}
- GPU_simple_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -459,7 +459,7 @@ static int load_tex_cursor(Brush *br, ViewContext *vc, float zoom)
MEM_freeN(buffer);
}
- GPU_simple_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -795,7 +795,7 @@ static void paint_draw_alpha_overlay(UnifiedPaintSettings *ups, Brush *brush,
}
glPopAttrib();
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
diff --git a/source/blender/editors/space_clip/clip_draw.c b/source/blender/editors/space_clip/clip_draw.c
index 2d7367885ca..e00ebc14ee0 100644
--- a/source/blender/editors/space_clip/clip_draw.c
+++ b/source/blender/editors/space_clip/clip_draw.c
@@ -58,7 +58,7 @@
#include "BIF_gl.h"
#include "BIF_glutil.h"
-#include "GPU_simple_shader.h"
+#include "GPU_basic_shader.h"
#include "WM_types.h"
@@ -1087,7 +1087,7 @@ static void draw_plane_marker_image(Scene *scene,
glColor4f(1.0, 1.0, 1.0, plane_track->image_opacity);
- GPU_simple_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
glGenTextures(1, (GLuint *)&texid);
glBindTexture(GL_TEXTURE_2D, texid);
@@ -1111,7 +1111,7 @@ static void draw_plane_marker_image(Scene *scene,
glPopMatrix();
glBindTexture(GL_TEXTURE_2D, 0);
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
if (transparent) {
glDisable(GL_BLEND);
diff --git a/source/blender/editors/space_sequencer/sequencer_draw.c b/source/blender/editors/space_sequencer/sequencer_draw.c
index 925804b8bb4..deb0a3f6d03 100644
--- a/source/blender/editors/space_sequencer/sequencer_draw.c
+++ b/source/blender/editors/space_sequencer/sequencer_draw.c
@@ -58,7 +58,7 @@
#include "BIF_gl.h"
#include "BIF_glutil.h"
-#include "GPU_simple_shader.h"
+#include "GPU_basic_shader.h"
#include "ED_anim_api.h"
#include "ED_gpencil.h"
@@ -1296,7 +1296,7 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
glColor4f(1.0, 1.0, 1.0, 1.0);
- GPU_simple_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
glGenTextures(1, (GLuint *)&texid);
glBindTexture(GL_TEXTURE_2D, texid);
@@ -1371,7 +1371,7 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
if (sseq->mainb == SEQ_DRAW_IMG_IMBUF && sseq->flag & SEQ_USE_ALPHA)
glDisable(GL_BLEND);
glDeleteTextures(1, &texid);
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c
index 37906ebec6a..2ff3dcdda29 100644
--- a/source/blender/editors/space_view3d/drawarmature.c
+++ b/source/blender/editors/space_view3d/drawarmature.c
@@ -61,7 +61,7 @@
#include "ED_armature.h"
#include "ED_keyframes_draw.h"
-#include "GPU_simple_shader.h"
+#include "GPU_basic_shader.h"
#include "UI_resources.h"
@@ -885,7 +885,7 @@ static void draw_sphere_bone(const short dt, int armflag, int boneflag, short co
if (dt == OB_SOLID) {
/* set up solid drawing */
- GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
gluQuadricDrawStyle(qobj, GLU_FILL);
glShadeModel(GL_SMOOTH);
@@ -967,7 +967,7 @@ static void draw_sphere_bone(const short dt, int armflag, int boneflag, short co
/* restore */
if (dt == OB_SOLID) {
glShadeModel(GL_FLAT);
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
glPopMatrix();
@@ -1165,7 +1165,7 @@ static void draw_b_bone(const short dt, int armflag, int boneflag, short constfl
/* set up solid drawing */
if (dt > OB_WIRE) {
- GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
if (armflag & ARM_POSEMODE)
set_pchan_glColor(PCHAN_COLOR_SOLID, boneflag, constflag);
@@ -1175,7 +1175,7 @@ static void draw_b_bone(const short dt, int armflag, int boneflag, short constfl
draw_b_bone_boxes(OB_SOLID, pchan, xwidth, length, zwidth);
/* disable solid drawing */
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
else {
/* wire */
@@ -1294,7 +1294,7 @@ static void draw_bone(const short dt, int armflag, int boneflag, short constflag
/* set up solid drawing */
if (dt > OB_WIRE) {
- GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
UI_ThemeColor(TH_BONE_SOLID);
}
@@ -1348,7 +1348,7 @@ static void draw_bone(const short dt, int armflag, int boneflag, short constflag
/* disable solid drawing */
if (dt > OB_WIRE) {
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
}
@@ -2603,12 +2603,12 @@ bool draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)) {
const float diffuse[3] = {0.64f, 0.64f, 0.64f};
const float specular[3] = {0.5f, 0.5f, 0.5f};
- GPU_simple_shader_colors(diffuse, specular, 35, 1.0f);
+ GPU_basic_shader_colors(diffuse, specular, 35, 1.0f);
}
else {
const float diffuse[3] = {1.0f, 1.0f, 1.0f};
const float specular[3] = {1.0f, 1.0f, 1.0f};
- GPU_simple_shader_colors(diffuse, specular, 35, 1.0f);
+ GPU_basic_shader_colors(diffuse, specular, 35, 1.0f);
glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW); /* only for lighting... */
}
}
diff --git a/source/blender/editors/space_view3d/drawmesh.c b/source/blender/editors/space_view3d/drawmesh.c
index 452e36e6eb5..de7a8ed0a7c 100644
--- a/source/blender/editors/space_view3d/drawmesh.c
+++ b/source/blender/editors/space_view3d/drawmesh.c
@@ -63,7 +63,7 @@
#include "GPU_extensions.h"
#include "GPU_draw.h"
#include "GPU_material.h"
-#include "GPU_simple_shader.h"
+#include "GPU_basic_shader.h"
#include "RE_engine.h"
@@ -384,11 +384,11 @@ static bool set_draw_settings_cached(int clearcache, MTexPoly *texface, Material
float specular[3];
mul_v3_v3fl(specular, &ma->specr, ma->spec);
- GPU_simple_shader_colors(NULL, specular, ma->har, 0.0f);
- GPU_simple_shader_bind(options);
+ GPU_basic_shader_colors(NULL, specular, ma->har, 0.0f);
+ GPU_basic_shader_bind(options);
}
else {
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
c_lit = lit;
@@ -529,7 +529,7 @@ static void draw_textured_end(void)
glShadeModel(GL_FLAT);
glDisable(GL_CULL_FACE);
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
/* XXX, bad patch - GPU_default_lights() calls
* glLightfv(GL_POSITION, ...) which
@@ -1077,15 +1077,15 @@ static void tex_mat_set_texture_cb(void *userData, int mat_nr, void *attribs)
if (data->two_sided_lighting)
options |= GPU_SHADER_TWO_SIDED;
- GPU_simple_shader_colors(diffuse, NULL, 0, 0.0f);
- GPU_simple_shader_bind(options);
+ GPU_basic_shader_colors(diffuse, NULL, 0, 0.0f);
+ GPU_basic_shader_bind(options);
return;
}
}
/* disable texture material */
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
if (data->shadeless) {
glColor3f(1.0f, 1.0f, 1.0f);
@@ -1188,7 +1188,7 @@ void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d,
/* reset opengl state */
GPU_end_object_materials();
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
glBindTexture(GL_TEXTURE_2D, 0);
@@ -1210,13 +1210,13 @@ static void draw_mesh_paint_light_begin(void)
{
/* get material diffuse color from vertex colors but set default spec */
const float specular[3] = {0.47f, 0.47f, 0.47f};
- GPU_simple_shader_colors(NULL, specular, 35, 1.0f);
- GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_colors(NULL, specular, 35, 1.0f);
+ GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
}
static void draw_mesh_paint_light_end(void)
{
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
void draw_mesh_paint_weight_faces(DerivedMesh *dm, const bool use_light,
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index af44c8ca998..8944c316f7e 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -89,7 +89,7 @@
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_select.h"
-#include "GPU_simple_shader.h"
+#include "GPU_basic_shader.h"
#include "ED_mesh.h"
#include "ED_particle.h"
@@ -1800,8 +1800,8 @@ static void draw_viewport_reconstruction(Scene *scene, Base *base, View3D *v3d,
if (v3d->flag2 & V3D_RENDER_OVERRIDE)
return;
- GPU_simple_shader_colors(NULL, NULL, 0, 1.0f);
- GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_colors(NULL, NULL, 0, 1.0f);
+ GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
glShadeModel(GL_SMOOTH);
@@ -1815,7 +1815,7 @@ static void draw_viewport_reconstruction(Scene *scene, Base *base, View3D *v3d,
/* restore */
glShadeModel(GL_FLAT);
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
if ((dflag & DRAW_CONSTCOLOR) == 0) {
glColor3ubv(ob_wire_col);
@@ -4157,12 +4157,12 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
GPU_end_object_materials();
/* set default specular */
- GPU_simple_shader_colors(NULL, specular, 35, 1.0f);
- GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_colors(NULL, specular, 35, 1.0f);
+ GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
dm->drawMappedFaces(dm, NULL, NULL, NULL, NULL, DM_DRAW_USE_COLORS | DM_DRAW_NEED_NORMALS);
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
}
else {
@@ -5462,8 +5462,8 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
}
// XXX test
- GPU_simple_shader_colors(NULL, NULL, 0.0f, 1.0f);
- GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_colors(NULL, NULL, 0.0f, 1.0f);
+ GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
}
if (totchild && (part->draw & PART_DRAW_PARENT) == 0)
@@ -5636,7 +5636,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
if (1) { //ob_dt > OB_WIRE) {
if (part->draw_col == PART_DRAW_COL_MAT)
glDisableClientState(GL_COLOR_ARRAY);
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
if (cdata2) {
@@ -5697,8 +5697,8 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
if (pdd->ndata && ob_dt > OB_WIRE) {
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, 0, pdd->ndata);
- GPU_simple_shader_colors(NULL, NULL, 0.0f, 1.0f);
- GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_colors(NULL, NULL, 0.0f, 1.0f);
+ GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
}
if ((dflag & DRAW_CONSTCOLOR) == 0) {
@@ -5730,7 +5730,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
/* 7. */
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 328623f884f..60fa77babd9 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -52,7 +52,7 @@ set(SRC
intern/gpu_extensions.c
intern/gpu_init_exit.c
intern/gpu_material.c
- intern/gpu_simple_shader.c
+ intern/gpu_basic_shader.c
intern/gpu_select.c
intern/gpu_compositing.c
intern/gpu_debug.c
@@ -71,8 +71,8 @@ set(SRC
shaders/gpu_shader_material.glsl
shaders/gpu_shader_sep_gaussian_blur_frag.glsl
shaders/gpu_shader_sep_gaussian_blur_vert.glsl
- shaders/gpu_shader_simple_frag.glsl
- shaders/gpu_shader_simple_vert.glsl
+ shaders/gpu_shader_basic_frag.glsl
+ shaders/gpu_shader_basic_vert.glsl
shaders/gpu_shader_vertex.glsl
shaders/gpu_shader_vsm_store_frag.glsl
shaders/gpu_shader_vsm_store_vert.glsl
@@ -85,7 +85,7 @@ set(SRC
GPU_glew.h
GPU_init_exit.h
GPU_material.h
- GPU_simple_shader.h
+ GPU_basic_shader.h
GPU_select.h
GPU_compositing.h
intern/gpu_codegen.h
@@ -98,8 +98,8 @@ data_to_c_simple(shaders/gpu_program_smoke_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_material.glsl SRC)
data_to_c_simple(shaders/gpu_shader_sep_gaussian_blur_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_sep_gaussian_blur_vert.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_simple_frag.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_simple_vert.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_basic_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_basic_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_vertex.glsl SRC)
data_to_c_simple(shaders/gpu_shader_vertex_world.glsl SRC)
data_to_c_simple(shaders/gpu_shader_vsm_store_frag.glsl SRC)
diff --git a/source/blender/gpu/GPU_simple_shader.h b/source/blender/gpu/GPU_basic_shader.h
index b62abc6152a..3298f0f35b4 100644
--- a/source/blender/gpu/GPU_simple_shader.h
+++ b/source/blender/gpu/GPU_basic_shader.h
@@ -25,12 +25,12 @@
* ***** END GPL LICENSE BLOCK *****
*/
-/** \file GPU_simple_shader.h
+/** \file GPU_basic_shader.h
* \ingroup gpu
*/
-#ifndef __GPU_SIMPLE_SHADER_H__
-#define __GPU_SIMPLE_SHADER_H__
+#ifndef __GPU_BASIC_SHADER_H__
+#define __GPU_BASIC_SHADER_H__
#include "BLI_utildefines.h"
@@ -40,7 +40,7 @@ extern "C" {
/* Fixed Function Shader */
-typedef enum GPUSimpleShaderOption {
+typedef enum GPUBasicShaderOption {
GPU_SHADER_USE_COLOR = (1<<0), /* use glColor, for lighting it replaces diffuse */
GPU_SHADER_LIGHTING = (1<<1), /* use lighting */
GPU_SHADER_TWO_SIDED = (1<<2), /* flip normals towards viewer */
@@ -49,15 +49,15 @@ typedef enum GPUSimpleShaderOption {
GPU_SHADER_SOLID_LIGHTING = (1<<4), /* use faster lighting (set automatically) */
GPU_SHADER_OPTIONS_NUM = 5,
GPU_SHADER_OPTION_COMBINATIONS = (1<<GPU_SHADER_OPTIONS_NUM)
-} GPUSimpleShaderOption;
+} GPUBasicShaderOption;
-void GPU_simple_shaders_init(void);
-void GPU_simple_shaders_exit(void);
+void GPU_basic_shaders_init(void);
+void GPU_basic_shaders_exit(void);
-void GPU_simple_shader_bind(int options);
-int GPU_simple_shader_bound_options(void);
+void GPU_basic_shader_bind(int options);
+int GPU_basic_shader_bound_options(void);
-void GPU_simple_shader_colors(const float diffuse[3], const float specular[3],
+void GPU_basic_shader_colors(const float diffuse[3], const float specular[3],
int shininess, float alpha);
/* Fixed Function Lighting */
@@ -85,8 +85,8 @@ typedef struct GPULightData {
float spot_exponent;
} GPULightData;
-void GPU_simple_shader_light_set(int light_num, GPULightData *light);
-void GPU_simple_shader_light_set_viewer(bool local);
+void GPU_basic_shader_light_set(int light_num, GPULightData *light);
+void GPU_basic_shader_light_set_viewer(bool local);
#ifdef __cplusplus
}
diff --git a/source/blender/gpu/SConscript b/source/blender/gpu/SConscript
index d27d5b09b56..15898f5c203 100644
--- a/source/blender/gpu/SConscript
+++ b/source/blender/gpu/SConscript
@@ -70,8 +70,8 @@ sources.extend((
os.path.join(env['DATA_SOURCES'], "gpu_shader_geometry.glsl.c"),
os.path.join(env['DATA_SOURCES'], "gpu_program_smoke_frag.glsl.c"),
os.path.join(env['DATA_SOURCES'], "gpu_program_smoke_color_frag.glsl.c"),
- os.path.join(env['DATA_SOURCES'], "gpu_shader_simple_frag.glsl.c"),
- os.path.join(env['DATA_SOURCES'], "gpu_shader_simple_vert.glsl.c"),
+ os.path.join(env['DATA_SOURCES'], "gpu_shader_basic_frag.glsl.c"),
+ os.path.join(env['DATA_SOURCES'], "gpu_shader_basic_vert.glsl.c"),
os.path.join(env['DATA_SOURCES'], "gpu_shader_fx_ssao_frag.glsl.c"),
os.path.join(env['DATA_SOURCES'], "gpu_shader_fx_dof_hq_frag.glsl.c"),
os.path.join(env['DATA_SOURCES'], "gpu_shader_fx_dof_hq_vert.glsl.c"),
diff --git a/source/blender/gpu/intern/gpu_simple_shader.c b/source/blender/gpu/intern/gpu_basic_shader.c
index ea26d1da675..2dcee877279 100644
--- a/source/blender/gpu/intern/gpu_simple_shader.c
+++ b/source/blender/gpu/intern/gpu_basic_shader.c
@@ -25,7 +25,7 @@
* ***** END GPL LICENSE BLOCK *****
*/
-/** \file blender/gpu/intern/gpu_simple_shader.c
+/** \file blender/gpu/intern/gpu_basic_shader.c
* \ingroup gpu
*
* GLSL shaders to replace fixed function OpenGL materials and lighting. These
@@ -48,7 +48,7 @@
#include "BLI_utildefines.h"
#include "GPU_extensions.h"
-#include "GPU_simple_shader.h"
+#include "GPU_basic_shader.h"
/* State */
@@ -66,12 +66,12 @@ static struct {
/* Init / exit */
-void GPU_simple_shaders_init(void)
+void GPU_basic_shaders_init(void)
{
memset(&GPU_MATERIAL_STATE, 0, sizeof(GPU_MATERIAL_STATE));
}
-void GPU_simple_shaders_exit(void)
+void GPU_basic_shaders_exit(void)
{
int i;
@@ -117,11 +117,11 @@ static int detect_options()
}
#endif
-static GPUShader *gpu_simple_shader(int options)
+static GPUShader *gpu_basic_shader(int options)
{
/* glsl code */
- extern char datatoc_gpu_shader_simple_vert_glsl[];
- extern char datatoc_gpu_shader_simple_frag_glsl[];
+ extern char datatoc_gpu_shader_basic_vert_glsl[];
+ extern char datatoc_gpu_shader_basic_frag_glsl[];
GPUShader *shader;
/* detect if we can do faster lighting for solid draw mode */
@@ -149,8 +149,8 @@ static GPUShader *gpu_simple_shader(int options)
strcat(defines, "#define USE_SCENE_LIGHTING\n");
shader = GPU_shader_create(
- datatoc_gpu_shader_simple_vert_glsl,
- datatoc_gpu_shader_simple_frag_glsl,
+ datatoc_gpu_shader_basic_vert_glsl,
+ datatoc_gpu_shader_basic_frag_glsl,
NULL,
NULL,
defines, 0, 0, 0);
@@ -171,11 +171,11 @@ static GPUShader *gpu_simple_shader(int options)
/* Bind / unbind */
-void GPU_simple_shader_bind(int options)
+void GPU_basic_shader_bind(int options)
{
if (USE_GLSL) {
if (options) {
- GPUShader *shader = gpu_simple_shader(options);
+ GPUShader *shader = gpu_basic_shader(options);
if (shader)
GPU_shader_bind(shader);
@@ -215,16 +215,16 @@ void GPU_simple_shader_bind(int options)
GPU_MATERIAL_STATE.bound_options = options;
}
-int GPU_simple_shader_bound_options(void)
+int GPU_basic_shader_bound_options(void)
{
/* ideally this should disappear, anything that uses this is making fragile
- * assumptions that the simple shader is bound and not another shader */
+ * assumptions that the basic shader is bound and not another shader */
return GPU_MATERIAL_STATE.bound_options;
}
/* Material Colors */
-void GPU_simple_shader_colors(const float diffuse[3], const float specular[3],
+void GPU_basic_shader_colors(const float diffuse[3], const float specular[3],
int shininess, float alpha)
{
float gl_diffuse[4], gl_specular[4];
@@ -246,7 +246,7 @@ void GPU_simple_shader_colors(const float diffuse[3], const float specular[3],
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, CLAMPIS(shininess, 1, 128));
}
-void GPU_simple_shader_light_set(int light_num, GPULightData *light)
+void GPU_basic_shader_light_set(int light_num, GPULightData *light)
{
int light_bit = (1 << light_num);
@@ -320,7 +320,7 @@ void GPU_simple_shader_light_set(int light_num, GPULightData *light)
}
}
-void GPU_simple_shader_light_set_viewer(bool local)
+void GPU_basic_shader_light_set_viewer(bool local)
{
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (local)? GL_TRUE: GL_FALSE);
}
diff --git a/source/blender/gpu/intern/gpu_buffers.c b/source/blender/gpu/intern/gpu_buffers.c
index efbd4c1afda..3c44811324c 100644
--- a/source/blender/gpu/intern/gpu_buffers.c
+++ b/source/blender/gpu/intern/gpu_buffers.c
@@ -57,7 +57,7 @@
#include "GPU_buffers.h"
#include "GPU_draw.h"
-#include "GPU_simple_shader.h"
+#include "GPU_basic_shader.h"
#include "bmesh.h"
@@ -1844,8 +1844,8 @@ void GPU_draw_pbvh_buffers(GPU_PBVH_Buffers *buffers, DMSetMaterial setMaterial,
glEnableClientState(GL_COLOR_ARRAY);
/* weak inspection of bound options, should not be necessary ideally */
- bound_options = GPU_simple_shader_bound_options();
- GPU_simple_shader_bind(bound_options | GPU_SHADER_USE_COLOR);
+ bound_options = GPU_basic_shader_bound_options();
+ GPU_basic_shader_bind(bound_options | GPU_SHADER_USE_COLOR);
}
GPU_buffer_bind(buffers->vert_buf, GPU_BINDING_ARRAY);
@@ -1925,7 +1925,7 @@ void GPU_draw_pbvh_buffers(GPU_PBVH_Buffers *buffers, DMSetMaterial setMaterial,
if (!wireframe) {
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
- GPU_simple_shader_bind(bound_options);
+ GPU_basic_shader_bind(bound_options);
}
}
}
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index cb4d0a75cd3..d35536f04b9 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -79,7 +79,7 @@
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_material.h"
-#include "GPU_simple_shader.h"
+#include "GPU_basic_shader.h"
#include "PIL_time.h"
@@ -1715,12 +1715,12 @@ int GPU_object_material_bind(int nr, void *attribs)
float diffuse[3], specular[3];
mul_v3_v3fl(diffuse, &defmaterial.r, defmaterial.ref + defmaterial.emit);
mul_v3_v3fl(specular, &defmaterial.specr, defmaterial.spec);
- GPU_simple_shader_colors(diffuse, specular, 35, 1.0f);
+ GPU_basic_shader_colors(diffuse, specular, 35, 1.0f);
if (GMS.two_sided_lighting)
- GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_TWO_SIDED);
+ GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_TWO_SIDED);
else
- GPU_simple_shader_bind(GPU_SHADER_LIGHTING);
+ GPU_basic_shader_bind(GPU_SHADER_LIGHTING);
return 0;
}
@@ -1797,13 +1797,13 @@ int GPU_object_material_bind(int nr, void *attribs)
}
else {
/* or do fixed function opengl material */
- GPU_simple_shader_colors(GMS.matbuf[nr].diff,
+ GPU_basic_shader_colors(GMS.matbuf[nr].diff,
GMS.matbuf[nr].spec, GMS.matbuf[nr].hard, GMS.matbuf[nr].alpha);
if (GMS.two_sided_lighting)
- GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_TWO_SIDED);
+ GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_TWO_SIDED);
else
- GPU_simple_shader_bind(GPU_SHADER_LIGHTING);
+ GPU_basic_shader_bind(GPU_SHADER_LIGHTING);
}
/* set (alpha) blending mode */
@@ -1866,7 +1866,7 @@ void GPU_object_material_unbind(void)
GMS.gboundmat = NULL;
}
else
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
GPU_set_material_alpha_blend(GPU_BLEND_SOLID);
}
@@ -1949,7 +1949,7 @@ int GPU_default_lights(void)
U.light[2].spec[3] = 1.0;
}
- GPU_simple_shader_light_set_viewer(false);
+ GPU_basic_shader_light_set_viewer(false);
for (a = 0; a < 8; a++) {
if (a < 3 && U.light[a].flag) {
@@ -1961,12 +1961,12 @@ int GPU_default_lights(void)
copy_v3_v3(light.diffuse, U.light[a].col);
copy_v3_v3(light.specular, U.light[a].spec);
- GPU_simple_shader_light_set(a, &light);
+ GPU_basic_shader_light_set(a, &light);
count++;
}
else
- GPU_simple_shader_light_set(a, NULL);
+ GPU_basic_shader_light_set(a, NULL);
}
return count;
@@ -1980,11 +1980,11 @@ int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[4][
/* disable all lights */
for (count = 0; count < 8; count++)
- GPU_simple_shader_light_set(count, NULL);
+ GPU_basic_shader_light_set(count, NULL);
/* view direction for specular is not computed correct by default in
* opengl, so we set the settings ourselfs */
- GPU_simple_shader_light_set_viewer(!ortho);
+ GPU_basic_shader_light_set_viewer(!ortho);
count = 0;
@@ -2031,7 +2031,7 @@ int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[4][
light.type = GPU_LIGHT_POINT;
}
- GPU_simple_shader_light_set(count, &light);
+ GPU_basic_shader_light_set(count, &light);
glPopMatrix();
@@ -2152,7 +2152,7 @@ void GPU_state_init(void)
gpu_multisample(false);
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
#ifdef WITH_OPENSUBDIV
diff --git a/source/blender/gpu/intern/gpu_extensions.c b/source/blender/gpu/intern/gpu_extensions.c
index ddb7aa4cf8f..5e2fa19a754 100644
--- a/source/blender/gpu/intern/gpu_extensions.c
+++ b/source/blender/gpu/intern/gpu_extensions.c
@@ -49,7 +49,7 @@
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_compositing.h"
-#include "GPU_simple_shader.h"
+#include "GPU_basic_shader.h"
#include "intern/gpu_private.h"
@@ -256,12 +256,12 @@ void gpu_extensions_init(void)
GPU_invalid_tex_init();
- GPU_simple_shaders_init();
+ GPU_basic_shaders_init();
}
void gpu_extensions_exit(void)
{
- GPU_simple_shaders_exit();
+ GPU_basic_shaders_exit();
GPU_invalid_tex_free();
}
diff --git a/source/blender/gpu/shaders/gpu_shader_simple_frag.glsl b/source/blender/gpu/shaders/gpu_shader_basic_frag.glsl
index 94c73d9e248..94c73d9e248 100644
--- a/source/blender/gpu/shaders/gpu_shader_simple_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_basic_frag.glsl
diff --git a/source/blender/gpu/shaders/gpu_shader_simple_vert.glsl b/source/blender/gpu/shaders/gpu_shader_basic_vert.glsl
index 8ccd0feb5e2..8ccd0feb5e2 100644
--- a/source/blender/gpu/shaders/gpu_shader_simple_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_basic_vert.glsl
diff --git a/source/blender/windowmanager/intern/wm_operators.c b/source/blender/windowmanager/intern/wm_operators.c
index 0ac26e7d883..f7f2487e49c 100644
--- a/source/blender/windowmanager/intern/wm_operators.c
+++ b/source/blender/windowmanager/intern/wm_operators.c
@@ -105,7 +105,7 @@
#include "ED_util.h"
#include "ED_view3d.h"
-#include "GPU_simple_shader.h"
+#include "GPU_basic_shader.h"
#include "GPU_material.h"
#include "RNA_access.h"
@@ -4180,7 +4180,7 @@ static void radial_control_paint_tex(RadialControl *rc, float radius, float alph
}
/* draw textured quad */
- GPU_simple_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2f(-radius, -radius);
@@ -4191,7 +4191,7 @@ static void radial_control_paint_tex(RadialControl *rc, float radius, float alph
glTexCoord2f(0, 1);
glVertex2f(-radius, radius);
glEnd();
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
/* undo rotation */
if (rc->rot_prop)